I'm working on a custom map where I need to edit Drones to be able to start a structure just like a Protoss Probes do, I want the Drones to be able to move onto something else as soon as they begin construction. Also I'm attempting to allow Drones to return resources to Hatcheries during construction. Ultimately Drones will have to bring resources to constructing Hatcheries to add to the progress, rather than time being a factor. The only part I have figured out is I can change the progress via triggers. Thanks in advance.

Ok, quick overview: I have attempted creating maps in sc2 edit over the years, but am quickly thwarted by the most basic of problems. Recently I created new terrain with a random height map, placed a drone, and now the drone hovers like a flying unit all over the map, why is this like this by default, and how do you change this? Also another map I had basic terrain, and I placed 1 hatchery, 1 drone, and 1 mineral field, the hatchery works fine, but all my drones have the UI showing the left click and right click functionality for a drone, this is very annoying to have since it covers up all the buttons (ie. move, gather minerals, hold position). Another thing is, burrow is available without me researching it, which it shouldn't. Lastly, I can't select the mineral field (900) I just created, in fact I can't select any of the mineral field types. Sc2 edit is a major deterrent for me. I just want to be able to make a normal map without any quirks that are different from the normal game. Thanks to anyone who can help.

I do have 1 customization in mind, is there a way in the data editor to allow command centers, hatcheries, and nexuses to receive minerals/vespene while in construction?

I finally got it to work correctly, the one change I made was to change the total into completed for the count behavior requirement. The thread is now over. Thank you funky for pointing me toward the solution.

When I add the requirement it hides the ability but doesn't show the ability once the unit gets the buff again. I used the count behavior - total, and checked show. Then I added the requirement to the ability on the command card.

So would I make the requirement be that the unit has to have the specific buff? So that way if one unit loses the buff the button goes away, while another unit at the same time has the buff and ability shown? This sounds feasible, I will try it and let you know my results. Thank you funky.

I have a unit with an ability that has no effect, and is a passive but based off the move ability. I would like to hide the button temporarily, but using the hide ability function has no effect on the button. Are there any work-arounds? Thanks

I did create the missile actor but I forgot to link it to the missile unit. I did that now though and it still fires marines out. =/ Maybe I'll be able to figure it out tomorrow. JacktheArcher, thanks for tipping me off in the right direction though.

I followed the following tutorial of how to make a tower from scratch and was able to get everything working except the fact that the missile tower launches a model of itself, so if I change the model of the missile tower it will change the model of the missile to the model of the missile tower. I just want the model of the missile tower to be the marine and the model of the missile to be a photon cannon missile.

Please help me with my frustrations. I must thank the community in advance.

I made a custom queen and a custom destructible rock but no matter what i do the queen can pass right through the rocks, and I'm also having an attack animation with the queen, she raises her claws up and keeps them there while moving her legs but she does damage. One more problem, her first attack never does damage but every attack after does. Thanks in advance.